Demoralizing enemies? Is this a thing in the default game?

Magnus

Water Chip? Been There, Done That
Modder
I'm talking about enemies running like cowards even though their health is full, and they can shoot, and aren't crippled.
Is there a condition in the AI that makes them do this if your AC is insanely high, or if they miss a lot, or if they witness a lot of their mates dying?

I'm asking because I think I may have broken the game (which would be bad) or discovered a feature I didn't know about (which would be awesome).

To clarify, I've modded Psycho to give 40 AC instead of 50% DR. I've also modded Melee Damage to apply to your Minimum damage as well as maximum.
My character takes a dose of Psycho and gets an AC of 65. He has 10 Strength, the Heavy Handed trait and the Bonus HtH Damage perk, so he's able to clock out one of Metzger's slavers in just three punches with a pair of Spiked Knuckles (totaling 13-15 dmg pr hit against Leather Armor). I've got Sulik with a Sledgehammer who does about the same damage as me (but only one swing per turn). And I've got the Jinxed trait.

Since I have such a high AC the Slavers miss a lot, and because of Jinxed they tend to drop their weapon or lose their ammo when that happens. I kill one of them every round, and Sulik runs around like a berserker. At first they all gang up on me like normal, but after two or three rounds something interesting happens: The slavers further inside the building suddenly lose their shit and start running away from me, even though they have full health and ammo.

Am I really that badass, or have I fucked something up with mods?

EDIT:
This does not happen if I don't take the Psycho. Maybe the enemies won't attack unless their hit chance is above a certain level?
 
Last edited:
Yeah, it's AC: http://falloutmods.wikia.com/wiki/AI.TXT_File_Format

Relevant lines:

Code:
[B]hurt_too_much = string[/B][COLOR=#000000][FONT=Helvetica][B]Indicates the condition in which the NPC starts running away. Multiple conditions are separated by commas.[/B][/FONT][/COLOR]
[B]blind          40
crippled       3c
crippled_arms  30
crippled_legs  0c
[/B][COLOR=#000000][FONT=Helvetica][B]'crippled' is equivalent to 'crippled_arms, crippled_legs'[/B][/FONT][/COLOR]
[COLOR=#000000][FONT=Helvetica][B][B]max_dist = N[/B][/B][/FONT][/COLOR]
[COLOR=#000000][FONT=Helvetica][B][B]The maximum distance from the player where the NPC is hostile. Measured in hexes.[/B][/B][/FONT][/COLOR]
[COLOR=#000000][FONT=Helvetica][B][B][B]min_hp = N[/B][/B][/B][/FONT][/COLOR]
[COLOR=#000000][FONT=Helvetica][B][B][B]The minimum number of hit points, at which the NPC starts running away.[/B][/B][/B][/FONT][/COLOR]
[COLOR=#000000][FONT=Helvetica][B][B][B][B]min_to_hit = N[/B][/B][/B][/B][/FONT][/COLOR]
[COLOR=#000000][FONT=Helvetica][B][B][B]The NPC will attack only if it has at least this high a chance (percentage) of hitting its target.[/B][/B][/B][/FONT][/COLOR]

I.e. the AI is really, really fucking stupid and will run away from a nimble monkey.
 
Yeah, it's AC: http://falloutmods.wikia.com/wiki/AI.TXT_File_Format

Relevant lines:

Code:
[B]hurt_too_much = string[/B][COLOR=#000000][FONT=Helvetica][B]Indicates the condition in which the NPC starts running away. Multiple conditions are separated by commas.[/B][/FONT][/COLOR]
[B]blind          40
crippled       3c
crippled_arms  30
crippled_legs  0c
[/B][COLOR=#000000][FONT=Helvetica][B]'crippled' is equivalent to 'crippled_arms, crippled_legs'[/B][/FONT][/COLOR]
[COLOR=#000000][FONT=Helvetica][B][B]max_dist = N[/B][/B][/FONT][/COLOR]
[COLOR=#000000][FONT=Helvetica][B][B]The maximum distance from the player where the NPC is hostile. Measured in hexes.[/B][/B][/FONT][/COLOR]
[COLOR=#000000][FONT=Helvetica][B][B][B]min_hp = N[/B][/B][/B][/FONT][/COLOR]
[COLOR=#000000][FONT=Helvetica][B][B][B]The minimum number of hit points, at which the NPC starts running away.[/B][/B][/B][/FONT][/COLOR]
[COLOR=#000000][FONT=Helvetica][B][B][B][B]min_to_hit = N[/B][/B][/B][/B][/FONT][/COLOR]
[COLOR=#000000][FONT=Helvetica][B][B][B]The NPC will attack only if it has at least this high a chance (percentage) of hitting its target.[/B][/B][/B][/FONT][/COLOR]

I.e. the AI is really, really fucking stupid and will run away from a nimble monkey.

Ahh, that explains it. Might have to tone down the Psycho then... although it was incredibly cathartic to watch Metzger run like a little bitch into the slave pen at the first sight of me, and then beating him to death in front of his slaves.

Nick Williams, there's a line for that in your ddraw.ini file.
 
Last edited:
There's one for general game speed and one for encounter frequency, you just have to fiddle with them.
 
Another thing that will cause enemies to run away is if you have more than 50 action points and more than 40 bonus move points. I did an experiment with that and also use some of Nirran's mods that I've tweaked that expand NPC's HP, AP and other skills, usually matched to yours (rats will have eventually over 400 HP, etc.) and noticed if I had my character over those amounts, they'll run away. I've even tried to change the AI on everyone to run away never and still did that. It's when I set it to 50 AP and made sure the Bonus Move no more than 40 AP, they'll fight you.
 
Another thing that will cause enemies to run away is if you have more than 50 action points and more than 40 bonus move points. I did an experiment with that and also use some of Nirran's mods that I've tweaked that expand NPC's HP, AP and other skills, usually matched to yours (rats will have eventually over 400 HP, etc.) and noticed if I had my character over those amounts, they'll run away. I've even tried to change the AI on everyone to run away never and still did that. It's when I set it to 50 AP and made sure the Bonus Move no more than 40 AP, they'll fight you.

Are you sure this isn't simply due to unspent AP's AC bonus? There's nothing in the AI.txt that would seem to indicate what you're referring to (not to say that it isn't impossible, but seems weird to have AP count).
 
[/QUOTE]
Is this what you're looking for?
Code:
;Set to 1 to use the Fallout 1 code to control world map speed
WorldMapFPSPatch=0
[/QUOTE]

I found that and the line under it to change the speed, it starts at like 66, and i changed it to 1 and it still moves at the same speed.
 
Another thing that will cause enemies to run away is if you have more than 50 action points and more than 40 bonus move points. I did an experiment with that and also use some of Nirran's mods that I've tweaked that expand NPC's HP, AP and other skills, usually matched to yours (rats will have eventually over 400 HP, etc.) and noticed if I had my character over those amounts, they'll run away. I've even tried to change the AI on everyone to run away never and still did that. It's when I set it to 50 AP and made sure the Bonus Move no more than 40 AP, they'll fight you.



Are you sure this isn't simply due to unspent AP's AC bonus? There's nothing in the AI.txt that would seem to indicate what you're referring to (not to say that it isn't impossible, but seems weird to have AP count).

I don't know, but I didn't figure out that was the reason until I started off the game without tweaking my AP up and they didn't run away. So, little by little, I raised the AP up until they did run away and 50 was as far as I could go until they did. One thing I did notice is when I got further in the game and the various NPCs had higher stats because of the mod, they were less likely to run away. The original mod I've used for this is Nirran's Custom Perks http://nirran.com/Fallout2Scripts.php which I've had since he first put that out years ago. I don't know anything about scripting, so I don't know what he did to get all of that to work.
 
Their ammo type also matters, -AC ammo will make them stand their ground. I bet the AP thing is just the massive AC bonus you get from having so much AP.

Is this what you're looking for?
Code:
;Set to 1 to use the Fallout 1 code to control world map speed
WorldMapFPSPatch=0

I found that and the line under it to change the speed, it starts at like 66, and i changed it to 1 and it still moves at the same speed.

The sfall version in the megamod is ancient, you could try updating it. Copy over the new ddraw.dll, and look in the new ddraw.ini for settings like "worldmap speed" then copy those settings to your old ddraw.ini.
 
Last edited:
Restoration Project 2.3.3 is also still on the 3.6 branch, for all I know. It's not too likely RP 2.3.4 will come anytime until Fallout 4 is released.
 
Back
Top